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about
this is basically just a notebook where i write down stuff for myself.
i use a modified version of fluid solutionby kaushal sheth.
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baking sketchup materials in 3ds max
this little tutorial shows how to export a model from sketchup and bake the materials to one texture map, to make it easier for (e.g.) realtime use / exporting it from 3ds max.. etc.
this works only with sketchup pro version
1. create textured model in sketchup
2. export the file as 3d model -> 3ds -> use the following options:
- export: single object
- export texture maps / preserving texture coordinates
you will get a directory full of textures and a 3ds file.
3. import in 3ds max
open 3ds max / file -> import -> choose 3ds file
you can now render the scene, it will be textured as it is in sketchup.
where is the texture map ?
at this moment the textures are applied as multiple submaterials in 3ds max.
to see the material:
- open material editor
- klick “get material” (the icon is an arrow and sphere)
- select “browse from:” “scene” to see all materials in the current scene
- choose e.g. “Material #66 Multi/Sub Object”
- double click to replace the current selected material
- now you see the different submaterials
4. bake textures into oneselect the object to bake
- choose rendering -> render to texture or press “0″
- remember the number you setat “Mapping Coordinates”: “Channel”(**)
- scroll down to “output” / choose “add” / select “complete map”
- choose a texture size for example 512×512
- change “baked material settings”: select “Output Into Source”
- klick “Render”
- open “Material Editor”
- choose an empty material
- open “Maps”
- click the “None” Next to “Diffuse Color”
- choose “Bitmap”
- select the image you rendered using the render to texture tool previously
- set “Map Channel” to the number from step (**)
- assign material to your object
- click “show map in viewport” to see the texture in 3ds max
You now have baked all Textures into one.
The Resuling Texturemap will never be optimal, because you are working with automatically generated uv coordinates. you can optimizie the used space a bit if you remove faces from the model, which are never seen.
You also should considering to enable gi or shadows etc before rendering to the texture to make everything look better :D